crash game

Assertion failed: IsInParallelRenderingThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1287]

0x00007ff658a8d6d9 Museum.exe!FDefaultMaterialInstance::GetMaterialNoFallback()
0x00007ff656659905 Museum.exe!FSingleLayerWaterDepthPrepassMeshProcessor::CollectPSOInitializers()
0x00007ff658ac1823 Museum.exe!FMaterialShaderMap::CollectPSOs()
0x00007ff658fdd0bd Museum.exe!FMaterialPSOPrecacheCollectionTask::DoTask()
0x00007ff658fe8426 Museum.exe!TGraphTask::ExecuteTask()
0x00007ff652913808 Museum.exe!LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>::operator()()
0x00007ff65291ae53 Museum.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>,0>::CallAndMove()
0x00007ff65292922e Museum.exe!LowLevelTasks::FTask::ExecuteTask()
0x00007ff6529290d9 Museum.exe!LowLevelTasks::FScheduler::ExecuteTask()
0x00007ff65290afc2 Museum.exe!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>,&LowLevelTasks::TLocalQueueRegistry<1024>::DequeueGlobal,1>()
0x00007ff652918827 Museum.exe!LowLevelTasks::FScheduler::BusyWaitInternal()
0x00007ff652913302 Museum.exe!LowLevelTasks::FScheduler::BusyWait<LowLevelTasks::FTask>'::2’::<lambda_1>::operator()()
0x00007ff652af1383 Museum.exe!FThreadImpl::Run()
0x00007ff652ef2e42 Museum.exe!FRunnableThreadWin::Run()
0x00007ff652ee6897 Museum.exe!FRunnableThreadWin::GuardedRun()
0x00007ff82a697374 KERNEL32.DLL!UnknownFunction

Crash in runnable thread Reserve Worker #11

Thread crashes usually come from unstable CPU’s
Check if your processor is overclocked. If so then try resetting it to factory settings and see if the error persists.

If you have an intel CPU with unstable microcode then do a motherboard firmware update.

Can I play Oblivion Remastered on high that was made with Unreal Engine? But afterward, I can’t play a half-empty game that I made? It doesn’t make sense. It has to be something else in the game that’s crashing.

You have the overhead of the editor running, this taxes you cpu more than just the game.

this crash is only in build game

Do you have an intel cpu 13 or 14 gen? If so then do a bios update.

Seems the crash points to pso so you could try deleting the temp folders in your project

intermediate
DerivedDataCache
Binaries

This will cause a rebuild of shaders (and fix them if they are corrupted)

1 Like

Thank you very much for clarifying what the folders are, I’ll try it.

It didn’t work. Should I also delete the saved folder? I think it could be because of the water content I have this only happens when you open a map, maybe it doesn’t compile properly, or something gives an error.


Everything works fine, but when opening a specific map, the error occurs. The error does not always appear. There is a 50% probability of the error appearing.

Try verifying your unreal engine files (from epic launcher).

The error points to

bool FMaterial::MaterialUsesAnisotropy_RenderThread() const
{
	check(IsInParallelRenderingThread());
	return RenderingThreadShaderMap ? RenderingThreadShaderMap->UsesAnisotropy() : false;
}

inside of the IsInParallelRenderingThread there is some commmentary

|| FTaskTagScope::IsCurrentTag(ETaskTag::EParallelRhiThread) //TODO lots of RHI functions rely on our broken IsInParallelRenderingThread;
|| FTaskTagScope::IsCurrentTag(ETaskTag::ERhiThread); //TODO lots of RHI functions rely on our broken IsInParallelRenderingThread;

So maybe it’s something broken on Epic’s side that needs to be addressed in a hotfix?

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i had a very similar crash, that also only happens on build.
it was due to setting a material to a mesh on one of my objects during the constructor.
it was caused iirc for using a softobjectptr instead a constructorhelper or hard reference.

you might be having issues with the pso optimizations. that’s a bit of experimental. you can try changing your pso strategy.

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It only happens to me in the build, what is pso optimization?

that’ll take a while to explain.
take a look at the doc and the link to tom looman

take a look at the docs and it will tell you how to change it.
in short is a new requirement introduced in dx12 and vulkan, to compile shaders on the fly. which causes hitches, so ue implemented a new system to decrease the amount of hitches, which is a bit experimental.

Ari explains it a bit here. really good vid.

1 Like